
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 myNormal;
out vec3 myFragPos;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0f);
	myFragPos = vec3(model * vec4(position, 1.0f));
//	myNormal = normal;
	myNormal = mat3(transpose(inverse(model))) * normal;
}
